About Solomon MpaduAdvancement:
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Muse: Nocticula (Maestro) Signature Spells: llusory Disguise (1), Spiritual Weapon (2), Summon Fey (3), Enervation (4) 1: General Training (Ancestry), Toughness (GT), Ride (Versatile Heritage), Multilingual (Background), Lingering Composition (Class)
================================================= 0 - 15 gp
Total: 1334 gp , 7 sp, 2 cp; 76 XP; =================================================
Personality:
================================================= - Age: 34
================================================= | Agents of Evil (Early Events) | wrote: - Bandit Apprentice: As an infant, you were accidentally carried off by bandits after your parents hid you in a basket or chest. The bandit leader (Nomathemba) took a shine to you and raised you as her own. | Agents of Evil (Growing Up) | wrote: - Secret Society Inductee: By choice or by force, a strange cult inducted you into their fold while you were still young. Dedicated to a deity or power forbidden by the laws of your nation (cult of Nocticula), you kept your faith and involvement a secret. When the authorities finally discovered and purged your circle’s members, you escaped. To this day, you maintain a longstanding grudge against those agents who killed or imprisoned your friends. | Agents of Evil (Conflict) | wrote: - Ordained Target: Chosen as an ideal sacrifice by the Night Heralds, a cult of the Great Old Ones, or another dark religion (cultists of Shax, Socothbenoth and Zura) because of some accidental alignment of the stars during your birth, you escaped the zealots’ first attempt and are now hunted. Your pursuers believe you to have special significance in their grand scheme, but your death can empower them only through ritual sacrifice, so they endeavor to protect you from other threats and capture you alive. ================================================= Boons:
- Touched by the Storm (General): Resistance to Cold 1 & Electricity 1 [#1-04]
Bot me:
It's very simple: battle rap and then basic attacking spells. [dice=Perform (Oratory)]1d20 + 17[/dice] [dice=Telekinetic Projectile + Inspire]1d20 + 15 + 1; 3d6 + 4 + 1[/dice] [dice=Spiritual Weapon + Inspire]1d20 + 15 + 1; 1d8 + 4 + 1[/dice]
[ooc]Friends, do not forget about the +1 from the bard! (round 1 of 3)[/ooc
Code:
================================================= NOCTICULA ================================================= Edicts: create art true to yourself, protect marginalized artists, punish those who take advantage of offered trust and shelter.
================================================= | Obedience of Nocticula, The Redeemer Queen | wrote: Spend an hour in a secluded location while crafting a work of art. If your hour of work begins at, ends at, or includes the stroke of midnight, then the subject of your art is up to you. Otherwise, your art must include the concept of midnight in some way. | Obedience of Nocticula, Our Lady in Shadow | wrote: Ingest a dose of psychedelic plants or fungi and engage in any number of sexual acts (either alone or with others), during which at least a pint of blood must be shed. ================================================= ================================================= M CN human Bard [Emissary of Eurythnia] VII | Perc +14' ================================================= Str 10 | Deх 16 (+3) | Con 14 (+2) | Int 12 (+1) | Wis 16 (+4) | Cha 18 (+4) ================================================= DEFENSE ================================================= HP 84, AC 25, Focus Points 2 Fort +11, Ref +14', Will +14' Resistance Cold 1, Electricity 1 ================================================= OFFENSE ================================================= Speed 25 ft. Melee Dagger +12 (1d4; P or S; agile) Spell Attack Bonus [Divine] +12, DC 22 Spell Attack Bonus [Occult] +15', DC 25 Special Clever Improviser (+7), Infernal Detonation (↺, 1d6+6 F; b-Ref 24) ================================================= Skills Acrobatics +12, Athletics +9, Deception / Diplomacy / Intimidation +13, Lore (Absalom) +10, Lore (Underwold) +10, Occultism +10, Perform (Oratory) +17'', Religion +14', Society +10, Stealth +12, Hireling Medicine +11' [20; 2d8+10], Lore (Fey) +11', Lore (Cooking) +11' Languages Abyssal, Common (Taldan), Mwangi (Polyglot), Sylvan, Thassilonian, Undercommon ================================================= SPELLS ================================================= Focus: Counter Performance, Inspire Courage, Lingering Composition Cantrips: Detect Magic, Ghost Sound, Prestidigitation, Read Aura, Telekinetic Projectile [3d6+4; 30 ft]
Level 1 (3/day): Charm [W], Penumbral Shroud [R; 10 min; 30 ft]
Signature Spells: Illusory Disguise [1 hour], Spiritual Weapon [120 ft], Summon Fey [1 min; 30 ft], Enervation [F; 30-foot line] Wands: Fear (I) [30 ft], See Invisibility (II) [10 min], Comprehend Language (II) [1 hour], Faerie Fire (II) Scrolls: Color Spray [W], Command [30 ft], Sanctuary [1 min] =================================================
- Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation* general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained. | * Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. - Diehard + Toughness: You die from the dying condition at dying 5, rather than dying 4. You reduce the DC of recovery checks by 1. - Experienced Smuggler: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10 —whichever is higher — as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. - Fascinating Performance: [4 Creatures] When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you’re an expert in Performance, you can fascinate up to four observers; if you’re a master, you can fascinate up to 10 observers; and if you’re legendary, you can fascinate any number of observers at the same time. - Fast Recovery: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. - Impressive Performance: Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy. - Melodious Spell: [◆] You subtly weave your spellcasting into your performance. If the next action you take is to Cast a Spell, attempt a Performance check against all observers’ Perception DCs. If your Performance check is successful against an observer’s Perception DC, that observer doesn’t notice that you are Casting a Spell, even though normally spells have sensory manifestations that would make spellcasting obvious to those around you, and verbal, somatic, and material components are extremely overt. You hide all of these as part of an ordinary performance. This hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish. - Ride: When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn. - Virtuosic Performer: You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. =================================================
Warhorse - 30 gp Adventurer's pack - 7 sp (2B) [H]
--- Scrolls:
Wand of Fear (1 lvl) - 60 gp
Smoked Goggles - 20 gp Dagger - 2 sp (1L)
Coin 535 gp, 4 sp, 2 cp
+ Hireling (Professional) - 16 Fame
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